Sony has shown off Days Gone at E3 over the past couple of years, but we didn’t fully appreciate what Sony Bend is doing until after we played it ourselves. We learned more about the game’s biker protagonist, Deacon St. John, and his broken world – and experienced some of the brutal lengths he’s willing to go in order to keep his friends safe. We also have a better understanding of how exploration, story, and action interlock to tell what could be one of the genre’s most consistent narrative experiences.

Been in development for five years-First idea after making Uncharted Golden Abyss-More than 100 developers, team size has doubled since 2016-Picks up several years after a pandemic has ravaged the US.-People infected by virus are simply called "infected" by NERO(National Response Organization)-NERO operated 12 checkpoints for quarantining and processing people, but now abandoned-Deacon has a mercenary friend named Boozer-Plot is about surviving, not finding a cure-Stealing Boozer's stuff will make him upset, which will effect your relationship-Five encampments in the world which Deacon goes between, has to forge relationships-Have to clear out locations to unlock fast travel-Weapons look worn down because of the rain-Larger towns to explore-Weapons lockers and safehouses which refill ammo-Deacon can scout camps with binoculars-Deacon is the enforcer of a biker club called the Mongrels-Bike is completely upgradeable with cosmetic upgrades such as paint jobs. Can increase fuel efficiency and durability, swap out tires based on weather-Can ambush camps-Shotguns, sniper rifles, molotov cocktails, pistols, LMGs, grenades, napalm-Freaker-ear bounties, hunting animals, camps to clear-Flashback missions where you learn about Deacon's past with Sarah-Ambush camps are bad, encampments are good- Ambush camps will attack you roadside(marauders)-Freakers are drawn to dark places such as tunnels and will make nests-Only way to clear freaker nests is via molotovs, gas cans, oil drums-Deacon has "survival vision" which highlights items of interest, can be upgraded to highlight enemies-Deacons stamina, health, time slowdown are upgradable-Radio towers that you can climb-No fetch quests or time trials, everything has context-Hordes are scattered throughout the world.-300 zombie hoard is a "baby hoard" , E3 2016 demo had 500-Hordes need to eat, sleep, and drink. Travel in groups. NERO mass grave was where they were in demo

There are playable flashback missions during the story that help give a better idea of just who the protagonist is (Deacon St. John) and what happened to his wife.

I actually kind of enjoy these, especially in post-apocalyptic games. Like to get that extra background info.

Other survivors are out there in the open world & you can run into their traps while freely exploring. One example is if you see a car or two piled up somewhere while riding on the road. Enemies can dynamically push them down to hit you, doing real damage.

Game seems like it's designed with the intent of straddling a middle line between the zombie-survival genre and the usual open-world fare. As per what shinobi tweeted, stuff like the alarm being powered by the generator triggering the zombies is something they expect players to basically miss out the first time because there are no tutorial prompts telling you powering up the generator will trigger alarms, you're expected to be surprised by that discovery even though you could also perhaps explore more thoroughly and turn it off in advance. And the game is peppered with aspects of that, ranging from wolves that attack you, marauders, and every time you die, you don't respawn nearly the location. There is a not-so-generous respawn space which, unless you died near one to begin with, will probably force you to travel back all the way to the mission objective instead of spawning somewhere nearby. Enemy also hits you hard and can kill you in a few hits. It's nothing 'innovative', but it seems to be trying to find its mix of Far Cry while having aspects of hardcore survival game tenseness in how easily you can die, a 'punishment' for dying ( respawn far away ), and things that break down and deplete in your motorcycle and fuel capacity.

Horde combat does appear to be somewhat fun and dynamic, according to GI's preview. It's not scaled back from E3 2016 seeing as 300 enemies is considered a baby horde by the dev, you do fight hundreds and you can mix and match traversal, vehicle, etc to thin out the horde and there's a lot of focus on movement since enemies chase you and it flows back and forth. The preview doesn't talk about how you can manipulate the horde to affect human enemies, but there appears to be more depth at what they've previewed than just gunning down and running amock.

Game comes out early 2019.-Photomode confirmed-You can keep playing the game after you finish-Golden Path story mode takes 30 hours-Bike customization includes, paintjobs, speed upgrades, muffler upgrades and other stuff-Alot of collectibles and loot-Composer is Nathan Whitehead who did the music for The Purge-The currency in the game is camp credits.-Massive metropolitan areas in the game.-You build up encampments in the game.-Their are dogs in the game-Enemies can hear you coming on the bike-The game is broken up into chapters.-The Ravager which is the bear is a regular enemy-You get points for doing stunts in the game.-Touchpad support for the menus-The game has fast travel-No different seasons but different weather patterns-No online play-Game will be 30FPS on both PS4 an pro